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Spells:
Flash
Ignite
Ability Order
Ionian Fervor (PASSIVE)
Irelia Passive Ability
Introduction
"Make a guide, they said" "You'll get votes, they said" ![]() ![]() I hope that by the end of this guide you don't feel as if you had wasted 10 minutes of your life by clicking a "generic" guide. |
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Note:
I'm sorry for a lack of pictures or "guide asthetics" but I believe the content is more important than visuals.
Here's a song to listen to while you watch the video.
"Manly tears were shed that day"
If you've noticed, I've made some dividers, (maybe 25 minutes), which are anime themed. Tell me if you like them or not. If you really like them, you can use them, just credit me. Personally, I don't really like the ones with the eyes, and I'm going to get to fixing those.
In offense;







In Defense;










In Utility;




#1 picks:
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What if that pesky enemy flashes over the wall? Your Q is an amazing gap closer that refreshes every 6 seconds, but it can't follow enemies over the wall. In addition, you can use ![]() |
Secures kills, cuts down on the enemy AD carry's life steal, helping you do your job as an anti-carry. |
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Other viable picks:
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Irelia will be able to walk out of fights with this, in combination with her passive and ![]() |
If no one else on your team takes it, it might be a good idea to take this spell. It also helps you secure kills, along with ![]() ![]() ![]() |
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You can hurry back to the fight, or pull off insane ganks with this spell (you can teleport to wards, minions, turrets, ![]() ![]() ![]() ![]() ![]() |
If choice aren't listed here, they most likely are not viable.

Marks
Runes



M A R K S |
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As seen, I take 9 Greater Mark of Desolation on all of my builds.
However, flat AD is an extremely legitimate choice, to help early with last-hitting, and possibly harassing, but with my Quint choice, it shouldn't be too hard to last-hit. |
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M A R K S |

Seals
Runes



S E A L S |
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As for seals, I take 9
![]() ![]() ![]() ![]() ![]() ![]() This choice gives you the most survivability, and is truly the only choice for a top-laner or jungler. |
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S E A L S |

Glyphs
Runes



G L Y P H S |
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For glyphs, you have two choices:
![]() ![]() When you're not against an AP top, you should choose scaling MR (Shielding). Or, you can just take flat (Warding), as they're pretty universal, you won't have to make multiple rune pages for Irelia. |
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G L Y P H S |

Quintessences
Q U I N T S |
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For Quints, you have multiple options:
![]() ![]() I prefer to use ![]() ![]() ![]() Greater Quintessence of Desolation gives a better late game. |
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Q U I N T S |

Equilibrium Strike first:


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What
![]() + Make CC irrelevant in teamfights + Possibly help you out when you get ganked |
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What
![]() - Make a dent in CC in a 1v1 duel |
Thus, CC will have nearly full effect when 1v1 dueling another character, unless you're wearing




Take an early point in Q (

Tip:


Tip 2:







Take W (


Tip: As said above, activate



Take E (

Tip: Save this skill for when you're getting out-traded, and the enemy laner believes he has you in his grasps -- and troll him with all you've got. ^^

Needless to say, take R (




Tip:

Tip 2:

Tip 3: If calculated,


Tip 4: Space out your



Tips

Quick Harass (only exception to the below description of AA): (1)AA > Q, back off. This may work better with boots. (as you'll be able to make sure he can't auto-attack back)
Just so you know, when I say AA (autoattack), I want you to auto attack the enemy champion as many times as possible before he starts to pull away, or you get low (then you pull away).
So when harassing: E > W > AA > Q
If he backs off before you can get in range of your combo, he's scared of you, that's a good thing.
When you go for a kill: (costs around half of your max mana, so be warned)
Optimal: E > W > AA > Q >

Non-Optimal (but if you have to, then do it): W > Q > AA > E > AA >

To safely pull this off, the enemy champ has to be under 35%, but you can try 50%.
You can also choose to save E, in order to turn around the fight. Q is priority to save, because you want to Q right after they use

If you don't have as high movement speed as your opponent, you may need to activate

Remove

R can stay, as it has a decently low cooldown.

About the "Q-E-Q trick"...
If performed correctly, at levels lower than 8, this combo will cost you:
30 mana + 50 mana + 65 mana (40 extra mana if you decide to activate

or
145 (+40) mana
Now, Irelia's base mana is 475 mana at level 7 (most optimal conditions, further and

Now 145/475 = 30.5%. You won't be able to sustain that kind of mana drain, unless you have

I'm not stopping you from draining your mana, I'm just saying it's a bad idea.

The only GP/10 I would recommend is


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+ more money + Philo has MP/5 + HoG gives 250 health |
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- Less lane dominance mid-game - ![]() - ![]() - It takes appx 26 minutes to pay off - If you sell, you make 400 gold a piece (not much) |
If you are losing lane though, do not hesitate to buy


Start items:

Take this item and 5



Take






In theory, this item gives you the most defensive stats -- and extra passive regen, but you lose the "potential" HP from potions. This is certainly a viable choice -- but I don't feel comfortable without a few potions in my inventory. I do not normally recommend this, because potions will give you much more sustain in lane.


Take this item and 2


Item Sequence









I'm of the opinion that if you're going to buy any GP/10 for Irelia, it should be







A situational item for use against strong duelists like Riven. If you don't anticipate 1v1 being a problem, then skip Wriggles. The reason it's not in the Situational Items section is because it's possible for this item to be one of your core items, and it doesn't really hurt you, except you reach your final build a bit slower.

C O R E |
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A core item that increases Irelia's AD and HP, both critical to her damage and survivability midgame. This will be upgraded to a ![]() |
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C O R E |

C O R E |
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Sheen is an item you might build if you need to prioritize burst over survivability, which might be the case when fighting a champion like ![]() ![]() ![]() |
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C O R E |

After your first back, consider:
C O R E |
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Trinity force has everything that Irelia wants or needs. It has ASPD for more ![]() |
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C O R E |
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A strong anti-AP carry item, it's strong mid-game and stays strong a long time. In most cases, you'll never have to sell it. However, if you do have to sell it, it does decrease your DPS by quite a bit (40% AS is nothing to be trifled with) but by that time, the on-hit effect is negligable. You might consider replacing it with ![]() |
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C O R E |

After these core items, go crazy with your build.
Suggested items:
With this item, Irelia has 61% CC reduction, meaning she can keep chasing the carry.

If the AD carry tries to duel you, you'll slow his attack speed, his movement speed, and this item has an active that will slow the movement and attack speed of every enemy champion in a radius around you.

This item allows you to give your team an advantage just by being there. Slowing the attack speed of the enemy carry is a big thing, and because of this, this item is extremely strong. Did I mention that you simply have to be present in the teamfight for you to give your team an advantage?

Irelia builds mostly resistances and not so much HP because of her innate sustain. This will increase your sustain in a fight. As a rule, you should only build this item as the very last item (to top off your items) or if your team is winning extremely hard.
Dream build: (includes items from next section)








High Regen counter:

A situational item that is highly underestimated. It's the most cost-effective life-steal item after the life-steal nerfs, as the nerfs did not affect



-Take against



If facing an AP in your lane:
After rushing


In most cases, the item in this section will replace


One of the few times you wouldn't rush











Still a decent item, it's strong in the early game. Gives you AD and MR against APs.


This item does give you high MR, but you already have your passive,





This item is great, as it gives you:
Magic Resist (76 MR, the highest value in the game)
Movement Speed (chase down the enemy team better, don't you hate being kited?)
A passive that synergizes with your HP. Admittedly, it only gives you an extra 15 HP/5, but HP/5 is good, as it can let you stay in the fight much longer. With all your items, it's basically like an HP pot every 10 or so seconds.


A nice passive, it also gives you extra HP (for tankiness and



It gives up to 95 AD depending on the percentage of your health. Since Irelia is a champion that thrives on danger (her E), this item synergizes nearly perfectly with you. It also offers an amount of Magic Resist against AP heavy teams.

Guardian Angel
Fed AD carry and dual AP carries?
Only one item fits the bill.

Providing a mix of Armor and MR, this will make you tankier against both magic and physical damage. However, you replace different items with

Situation 1
There's simply 2 AP carries and 1 well-farmed AD carry.
Item to replace:

Target to focus: Still the AD carry. (Sustained damage is more hurtful to your team than burst.)
Situation 2
This is the final teamfight in the game. Whichever team loses this teamfight will lose the game. (you'll get a sense for these kinds of things) In this case, it doesn't matter how many carries of each type they have, this item might turn the tides of the "final teamfight" in your favor. This applies to the Assassin build as well.
Item to replace:

Reasoning: This is the final teamfight. In the teamfight, everyone will be within your reach, as if any person is too far from the teamfight, they're doing it wrong. Thus you don't need the extra movement speed, you would rather have the extra tankiness and the overpowered passive that allows you to come back and continue whacking away at their team.
Target to focus: AD carry > AP carry, unless the AD carry is too far from the teamfight to do damage, or was shut down and does no damage (look at his inventory by using "Tab"). You need to always be in the teamfight, contributing your damage and tankiness.
Ward Areas:
Tribush (Purple team)

River bush (Blue team, can be used for Purple if you want)

Downriver (Purple team in laning, both for Baron)
This location can be used to ward Baron, but in laning phase, only Purple team should use this location, as Purple team's jungler can bypass this ward, but Blue team's jungler cannot, unless he decides to use the exit at midlane, and walk through your jungle to reach you. Note that you cannot directly see if Baron is there with this ward, but can see if a team is doing Baron. Use a


Baron (both teams)
This is the standard area for warding Baron, and gives you vision of Baron as well, unlike the "Downriver" warding area. Make sure you use a





The main objective is to:
- Push your lane to the enemy tower
- Also, make sure you're not down in CS to the enemy laner.
Your secondary objective is to push the enemy tower down, though it's not completely necessary.
When you do get your lane to the enemy tower, you have about 2-3 minutes to do whatever you want.
Warning: Never roam if the enemy is Nasus. You need to be present at all times to make sure he can't farm up.
Green = Should win lane if played right
Yellow = May have problems winning lane
Orange = You either won't win lane, you won't have as much impact in team-fights, or you don't scale as well late.
![]() ![]() ![]() Medium-hard After reading Thale454's Mundo guide, I understand why I have such a hard time laning against him. I take ![]() ![]() Edit: After looking at ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Hard I would not recommend picking Irelia against Fiora, as Irelia is not the strongest duelist, and Fiora, as her name suggests, is an incredibly strong duelist. If you do have to face her, build ![]() ![]() ![]() ![]() ![]() ![]() ![]() Easy You can trade with him even before 6 if you use offensive masteries and runes. Just don't play too dangerous, don't die early, and you should be able to force him out of lane or kill him 7-9. Use regular build. (Phage then Wits) ![]() ![]() ![]() ![]() Easy You won't dominate him in lane pre-6 (unless he's bad). Pick defensive masteries and defensive runes (ARP and MS). Offensive runes and masteries will also work, but it'll be harder to escape ![]() ![]() ![]() ![]() ![]() ![]() Medium, you just won't have as strong an impact The boots are to dodge ![]() ![]() ![]() ![]() ![]() Medium Lee Sin is an incredibly strong duelist. Rush Wriggle's Lantern. If he starts with ![]() ![]() ![]() ![]() ![]() ![]() Just don't... please Hard Note: It isn't necessarily hard to lane against ![]() ![]() ![]() ![]() ![]() Nasus works on the same principle as Irelia: Farm to win game. Except he does it better (Q gets stacked, and he's making the same amount of money as you if not more). Trying to harass him leads to your being OOM quickly, and we all know Irelia has quite a small mana pool. Irelia just doesn't have great damage. It's completely possible to defeat him in lane, but you have to stay in lane constantly, never letting him farm up. This means no roaming, and building ![]() Edit: When I read the top guides for Nasus, they recommend that Nasus gets ![]() ![]() ![]() I would recommend that you start with ![]() ![]() ![]() Nasus tries to trade with you. He realises that it's not working. Nasus uses ![]() Irelia uses ![]() (Commentator) Nasus has been slain! -- A hypothetical situation post-6. Remember, you need to have made him use his ult first, because his ult grants him AD for the magic damage he's done to champions (I.e. you, if you're trying to fight him when his ult is on), and not only does he gain AD, but he also still does magic damage. This could turn the tides of a fight in his favor. In addition, never fight Nasus inside his circle, it reduces your armor. ![]() ![]() ![]() ![]() Medium I'd say this lane is a pretty even match-up, it just comes down to player skill. The only large difference is that I would say Irelia is not as strong of an escaper as Nidalee (those jumps away are annoying as ****, impossible to chase down, like chasing ![]() ![]() ![]() ![]() ![]() Medium Honestly, 340 true damage hurts a lot, but you can deal with it in trades. 3 attacks that are Hiten Style empowered will even out the damage. However, it might be a good idea to start ![]() ![]() ![]() ![]() ![]() ![]() ![]() Easy This match-up is featured in the video "Ult in Ten" (in the Videos section) which features Wickd playing Irelia. Personally, I would feel very unsafe playing the way he does, so I'll explain how I play this match-up. In this match-up, I believe you should play safe until level 7 or so. You can then afford to be aggressive, as your ![]() ![]() ![]() ![]() ![]() Easy Just play it safe for the first 6-9 levels and turn around and destroy Renekton. Just make sure you get as much CS as possible. Don't stay inside your minion wave if possible. Renekton will use ![]() ![]() ![]() ![]() ![]() ![]() ![]() Medium-hard Riven dominates you early. What's crucial in this matchup is that you don't engage until level 7 or 9. Rush Wriggles against her to win trades after 7, then Phage. Skip Wit's End. (unless you need that AS) You can use the 16/14/0 masteries and aggressive runes. ![]() ![]() ![]() ![]() Medium Just don't get caught in ![]() ![]() ![]() ![]() ![]() Medium, you just won't have as strong an impact This lane will be an incredibly safe lane. 1v1, you can't kill him, and he can't kill you. However, if you get ganked, the tables are turned by a huge amount, due to his taunt. He also has global presence with ![]() ![]() ![]() ![]() ![]() Easy Singed is simply an annoying champ to play against. It will be very hard to kill him later on, but if you play smart, he'll never be able to kill you. Use flat MR, use defensive masteries and runes (MS mastery 0/23/7 Initiator) and MS Quints (To make sure he doesn't catch you in his poison early. Rush ![]() ![]() ![]() ![]() ![]() Easy This is one of the easiest match-ups for Irelia. Just take ![]() ![]() ![]() ![]() ![]() ![]() Hard, if you can survive the early-game, it gets better I don't have much experience with this match-up, but when I did play against Udyr top-lane, his harass was extremely strong early game, and you couldn't trade with him early. I would recommend using defensive masteries and runes (for improved movement speed, Udyr has no gap closers besides ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Medium, you just won't have as strong an impact His damage is seriously weak early, even weaker than yours, so you can afford to harass him. Call for a gank or get an early kill to completely crush him in lane. If at all possible, don't let him keep up in levels and/or farm. He, however, has a much stronger presence late-game than you, due to the damage amplification of ![]() ![]() ![]() ![]() ![]() Medium He's not a problem at any point in the game, the scary thing is when he reaches level 6 and obtains ![]() ![]() ![]() ![]() ![]() ![]() ![]() Easy, once you get through the early game Yorick does magic damage, though his abilities scale with AD. His early game harass is stronk, don't engage him when he has his ghouls out. If you can (saying you're not dueling him head on), kill his ghouls first so they don't do too much damage and so he wastes his mana harassing you. Prioritize the orange ghoul because it gives him regen, you don't want him to regen. They go down quickly, so you can go back to CS'ing in short order. Needless to say, don't do the same with his clone (ultimate). You'll probably win post-9. |

I'll add more champions as I face them in games, or by request.
![]() If he does his gank right, he should be able to make you unable to get away for a minimum of 3-4 seconds. That's an eternity in LoL time, and is even worse if the enemy laner has his own CC. I would personally take ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() That's right, your old friend ![]() ![]() ![]() Make sure to always ward your river. ![]() ![]() Ward your river and you'll be fine. You only have to make sure that he doesn't catch up with you, and if you ward the river, you won't have any problems making that happen. ![]() ![]() Skarner is a strong ganker at all points in the game, his Q basically being a permaslow and his R being basically a stronger version of ![]() ![]() ![]() His ganks aren't too bad before level 6, but once he becomes level 6, they become something from hell. Like in the lane match-up, you might want to consider ![]() ![]() ![]() His ganks aren't too terrible as long as his initial ![]() ![]() ![]() Shaco is scary as **** when he ganks you, and it's hard to get away from him early-game. I would recommend playing passively until you have your first recall and get wards. |
Your secondary goal is to harass, but if you can't do that (mana issues, weaker laning, etc) just keep getting CS while trying to avoid being harassed.
Once you obtain Wriggle's Lantern, Phage, or Wit's End, you can afford to be aggressive (try to collect at least 1.7k gold:




+ Increases your dueling ability + Free ward + Better pushing/farming (passive) - Doesn't build into late-game |
+ Builds into an end game item + Gives HP and AD - The weakest choice for dueling - Slow is unreliable |
+ Gives AS and MR + 42 M. damage is godly + Scales with ![]() - You lose survivability |

Taking


Taking Phage first increases survivability and AD, but comes at a cost of DPS.
And taking Wriggles helps dueling by giving life-steal, armor, and AD, but comes at a cost of lower DPS than Wit's (higher than Phage), and no HP increase.

Not my video, but this video will give you insight on how to play Irelia, and top-lane in general. Commentary and QA between the interviewer and Wickd.
The commentary isn't that great, and you don't hear Wickd's opinion, but 9:30 to 12:00 is an excellent example of how you can use an early first blood to deny farm and xp. As you can see, Wickd freezes the lane just before it gets into tower range, meaning he's at a very safe position, and the enemy laner can't come in and get CS (because Wickd is a few levels higher due to First Blood)
Not a video, but a link to unofficial patch-notes. Irelia's base stats are buffed, so we might have an easier early game.
Formulas:
AD: 56 + 3.3 * level (59.3 @ level 1) from 53.3 + 3.3 * level (56.6 @ level 1)
HP: 456 + 90 * level (546 @ level 1) from 430 + 85 * level (515 @ level 1)
Health/5: 7.5 HP/5 from 6.5 HP/5
Hopefully these buffs are enough to counteract her *now* extremely weak laning.
Yeah.....And I don't know why most of the content I have about Irelia comes from Wickd. I guess it's because he has the fullest understanding of Irelia, or because he brings out the best in her.


A recent game (5/13/12). Though my scores aren't completely amazing, look at the game for what it is: a 1 hour survival game, with my team down in kills 39 to 46. Even though our scores weren't good, my team got every Baron, either by stealing or by tricking the other team to back, and we pulled through. This game also shows my doing an exemplary job as an offtank/tank, taking the brunt of the damage, and basically shielding my team from pain, especially our AD carry,



I'll add more to this section when I have the time to (AP exams coming up)
Want to be featured in this section? PM me with your results from this build, and if I deem them amazing, or exemplify how Irelia should be played, then they'll be featured here, with your name.
Please leave comments below.
If you see faulty logic in my builds, rune pages, masteries, or summoners, explain why, and if I think you're right, I will make the change.
Special thanks to jhoijhoi for providing information on how to make your guide look neater and more professional. Her guide on making guides can be found here. Her dividers gave me the idea to make my own, though they're not as good.
Thanks to IceCreamy for his informative guide on how to use columns, and his constructive criticism of my guide.
And of course, thanks to the community for helping my guide make better in general.
5-18-2012: Added HoG to Items section, added my opinion on HoG to both the GP/10 and Items section, correctly alphabetized match-ups. Will get to improving Pros/Cons and adding warding areas as soon as possible.
5-19-2012: Added Start Item choices to the items section, added another optional skill sequence, edited match-ups to have 4 potions when using boots. Also found out how hard it is to write guides on a tablet T^T
5-20-2012: Revised masteries to have Tough Skin ahd in some cases, Indomitable, removed Honor Guard and replaced with Enlightenment for reasons given in section.
5-24-2012: Warding section added.
Note to self: Add Akali, Mordekaiser, Shyvana, Nautilus, Jax, Cho'Gath, Jarvan IV, Wukong, Talon to match-ups.
Old guide history
4-18-2012: Guide started
4-24-2012: Guide released
4-26-2012: Getting up to date with those beautiful Rune and Item suggestion "slides"
4-27-2012: Pics starting to come up, formatting being cleaned up
4-28-2012: Added situational items, math section
4-29-2012: Added even more match-ups, added "Junglers to watch out for" section, added "unofficial Varus patch notes"
5-3-2012: Results section added
5-6-2012: Added color coding to champion match-ups, a section on roaming.
5-8-2012: Added new Nasus match-up information, edited formatting slightly.
5-10-2012: Added extra information to Transcendent Blades description
5-13-2012: More results added, runes changed, 1 cheat sheet deleted (thanks IceCreamy). I'll fix my math once I get there.
5-14-2012: Match-ups alphabetized, I might alphabetize the junglers, but it's not a large concern. I'm getting around to adding Nidalee, Fiora, and Sion. Edit: match-ups listed were added, 5-14-2012. I might try to make my own dividers, or request some from the sigs-artwork forum. Edit 2: Dividers finished, going to check how they look.
5-16-2012: Standardized one of the cheat sheets (off-tank) to 0/21/9 and added a little note about Wickd's customization of those masteries. Added what I believe to be nice BBCoding in the Items section (not situational)
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